참고문헌
- Lee Sj, Choi MJ, Rho MJ, Kim DJ, Choi IY. "Corrigendum: Factors Affecting User Acceptance in Over use of Smartphones in Mobile Health Services: An Empirical Study Testing a Modified Integrated Model in South Korea", Frontiers in Psychiatry, Vol. 10, pp259, 2019. https://doi.org/10.3389/fpsyt.2019.00259
- Bang S. "Students who are into games", Sang Sang Chanel, 2017.
- https://enews.sen.go.kr/, 2020.
- https://www.mk.co.kr/, (2020).
- Son HM, Choi WH, Hwang YH, Yang HR. "The Lived Experiences of COVID-19 Patients in South Korea: A Qualitative Study", International Journal of Environmental Research and Public Health, Vol. 18, No. 14, pp7419, 2021. https://doi.org/10.3390/ijerph18147419
- Byeon SJ. Analysis of Media Literacy Education Performance Patterns and Perceptions of Elementary, Middle and High School Teachers. Journal of Learner-Centered Curriculum and Instruction, 21(13), 149-167 (2021).
- Choi JF, Choi JB. "Development of Gamification Model for Flipped Learning", International Journal of Crisis & Safety, Vol. 6, pp68-79, 2021.
- https://www.serii.re.kr/, 2021.
- https://enews.sen.go.kr/, 2020.
- Yoo C, Kim Y, Sohn JH. "Evaluating the Social Cost of Conflict between New Media and Society: The Case of Gaming Disorder in South Korea", Sustainability, Vol 13, No. 14, pp8106, 2021. https://doi.org/10.3390/su13148106
- Min-Jeong Kang, Eun-Ju Jeong, Hae-Yoon Cho, "The Immersion Factors and Characteristics of Youtube Channels for Generation Z", Korea Contents Association, Vol 2, No. 20, pp150-161, 2020.
- Choi JF. "Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners". Journal of Korea Game Society, Vol. 16, No. 3, pp7-16, 2016. https://doi.org/10.7583/JKGS.2016.16.3.7
- Korea Game Society. "Game! Dream the infinite evolution", Hongreung Science Publishing, 2018.
- Kang YD. "A Design on Teaching and Learning Method for Creative Talent in the Fourth Industrial Revolution", International Journal of Human & Disaster, Vol. 5, No. 1, pp1-9, 2020.
- Purnama S, Ulfah M, Machali I, Wibowo A, Narmaditya BS. "Does Digital Literacy Influence Students' Online Risk? Evidence from Covid-19", Heliyon, Vol. 7, No. 6, pp07406, 2021.
- Korea Creative Content Agency. Game is game: Game X Positive functions, 2021.
- Lee SY, Choi JH, Park JH, Sung MJ. "An ERP Study on the Digital Game-based Learning of English Phoneme Discrimination by EFL Children in Korea", Multimedia-assisted Language Learning, Vol. 22 No. 2, pp50-69, 2019.
- Kou Y, Gui X. "Emotion Regulation in eSports Gaming: A Qualitative Study of League of Legends", The ACM on Human-Computer Interaction Conference, 2020.
- Kim YH, Nauright J, Suveatwatanakul C. "The Rise of E-Sports and Potential for Post-COVID Continued Growth". Sport in Society, Vol. 23, No. 11, pp1861-1871, 2020. https://doi.org/10.1080/17430437.2020.1819695
- Mora-Cantallops M, Sicilia MA. "Team Efficiency and Network Structure: The Case of Professional League of Legends", Social Networks, Vol. 58, pp105-115, 2019. https://doi.org/10.1016/j.socnet.2019.03.004
- Mora-Cantallops M, Sicilia MA. "Exploring Player Experience in Ranked League of Legend. Behaviour & Information Technology", Vol. 37, No. 12, pp1224-1236, 2018. https://doi.org/10.1080/0144929x.2018.1492631
- https://www.insight.co.kr/, 2020.
- Park JH. "The Elements of Gamification in John Dewey's Pedagogy", Korea Game Society. Vol. 17 No. 2, pp7-15. 2017.
- Kolb, A., & Kolb, D. Eight Important Things to Know about the Experiential Learning Cycle. Australian Educational Leader, Vol. 40 No. 3, pp8-14. 2018.
- Lee SY, Park JH, Choi JF. "Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination", Journal of Korea Game Society, Vol. 19 No. 2, pp111-122, 2019. https://doi.org/10.7583/JKGS.2019.19.2.111
- Harmon-Jones E, Harmon-Jones C. "On Defining Positive Affect (PA): Considering Attitudes to- ward Emotions, Measures of PA, and Approach Motivation", Current Opinion in Behavioral Sciences, Vol. 39, pp46-51, 2021. https://doi.org/10.1016/j.cobeha.2021.01.008
- Watson D, Clark LA, Tellegen A. "Development and Validation of Brief Measures of Positive and Negative Affect: the PANAS Scales", Journal of personality and social psychology, Vol. 54, No. 6, pp1063, 1988. https://doi.org/10.1037/0022-3514.54.6.1063
- Schunk DH, DiBenedetto MK. "Motivation and Social Cognitive Theory", Contemporary Educational Psychology, Vol. 60, pp101832, 2020. https://doi.org/10.1016/j.cedpsych.2019.101832
- Di Domenico SI, Ryan RM. "The Emerging Neuroscience of Intrinsic Motivation: A New Frontier in Self-Determination Research", Frontiers in Human Neuroscience, Vol. 11, pp145, 2017. https://doi.org/10.3389/fnhum.2017.00145
- Fischer C, Malycha CP, Schafmann E. "The Influence of Intrinsic Motivation and Synergistic Extrinsic Motivators on Creativity and Innovation", Frontiers in psychology, Vol. 10, pp137, 2019. https://doi.org/10.3389/fpsyg.2019.00137
- Eckes A, Grossmann N, Wilde M. "Studies on the Effects of Structure in the Context of Autonomy-Supportive or Controlling Teacher Behavior on Students' Intrinsic Motivation", Learning and Individual Differences, Vol. 62, pp69-78, 2018. https://doi.org/10.1016/j.lindif.2018.01.011
- de Vet HC, Mokkink LB, Mosmuller DG, Terwee CB. "Spearman-Brown Prophecy Formula and Cronbach's Alpha: Different Faces of Reliability and Opportunitiesfor New Applications", Journal of Clinical Epidemiology, Vol. 85,pp45-49, 2017. https://doi.org/10.1016/j.jclinepi.2017.01.013